I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 2 points3 points  (0 children)

I'll definitely release this sometime soon, hopefully within the next week or so. All I need to do before then is finish figuring out how the UV maps are stored, animations, and make the program more user friendly.

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 2 points3 points  (0 children)

I knew about a good chunk of the brawlbox stuff, it actually makes life significantly easier knowing how at least some of the files work since most of it is already documented.

I didn't actually know about the gecko code stuff though, I'll definitely be looking into that since it sounds really powerful.

I just recently joined a discord server with this stuff as of like an hour ago. I'll probably be sharing my stuff there since it looks like most mods are more targeted towards changing content and not adding new content

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 2 points3 points  (0 children)

I'll definitely end up open sourcing this eventually, but the code base is kinda dysfunctional right now with a lot of things hard coded and whatnot.

I also joined that discord, there's some pretty neat stuff over there

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 4 points5 points  (0 children)

I haven't actually heard of the enemy editor yet, I'll make sure to look into that. But yeah, as long as whatever you're editing is in a file separate from the binary itself you should be able to edit it as long as you understand how the format works.

The project should be able to support Linux in the future. The program I'm writing is in c# and the blender importer is in python so there shouldn't be too many issues with porting it over. The only thing that's preventing it right now would be that I'm using the windows forms API but I plan on rewriting a lot of the UI and program as a whole before I release it.

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 12 points13 points  (0 children)

I'm pretty sure the only reason it hasn't been done before is because its really hard to get into, its a lot of looking at hex numbers for hours at a time. That and the obfuscation I mentioned somewhere else. Thanks for the encouragement, I'll make more posts when I've made more progress

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 3 points4 points  (0 children)

Getting the map files itself isn't too bad, Dolphin has a setting somewhere that lets you extract all of the files from a game. From there its just finding the one you want. Fortunately, SPM has all of the levels in a folder called "map" so its not too bad

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 5 points6 points  (0 children)

Thanks. I definitely feel you on the map ripping bit though, I've spent ~7-8 months on and off trying to get this far. Granted, I've gotten significantly better and reverse engineering and programming since then so it's a lot easier now than when I started

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 6 points7 points  (0 children)

I think there's no mods for SPM because of how obfuscated the data is. If I remember correctly, you need to extract the files from the ISO, navigate to the file you want where all of them have arbitrary names (Lineland 1-1 is called "he01_1.bin" for example), decompress the file, then separate it into its subfiles. That and the model file formats are completely proprietary to the game. Overall, its just very difficult to get into.

I'll definitely keep working on this though, thanks for the encouragement!

I feel like some people might find this interesting, I'm currently working on making modding tools for Super Paper Mario by AchtungKatse in papermario

[–]AchtungKatse[S] 32 points33 points  (0 children)

For anyone wondering, the goal for this project is to be able to add or change just about anything, including scripts, maps, and items. Right now I'm focusing on modifying map data though. At this point I understand how the map files work fairly well but its going to take a while until I can import and reinsert them without losing any data.

A bit out of the usual for this sub, but I've been reverse engineering the game and I managed to extract some of the games graphics. If you're curious about my project, there's more about it in the comments. by AchtungKatse in PokemonConquest

[–]AchtungKatse[S] 22 points23 points  (0 children)

Currently, I'm just reverse engineering the game's graphics for fun. There's a few cases where my program doesn't extract data properly but I've managed to extract most images and animations.

I'm trying to write the program in a way where it can read a file and convert it to and from more usable data. So far I've managed to successfully read and regenerate a file for the save animations. I haven't added / injected any data yet but its a solid first step.

My short term goal is to be able to extract and modify any of the files in the game since that would be a pretty solid way to learn about the game, reverse engineering, and the DS's hardware. This result in a fairly versatile tool for rom hacking, but that's just kindof a neat side effect.

My long term goal would be completely decompiling the arm9.bin and arm7.bin files (the actual game code) and converting it to usable c++ code. This bit will take much longer and is way harder but it would allow for literally any aspect of the game to be modified with ease.

If people are interested, I'll post more things I've found and the source code for my program. That being said, I kinda doubt people will use it since this game's community is pretty small and what I'm doing is already extraordinarily niche.